Relief vs. full reconstruction
Heightmaps push a surface up or down from one plane. They suit plaques, terrain-like surfaces, and embossed art, but cannot infer unseen backs and sides.
Turn images into STL and GLB heightmaps, inspect simple 3D models, and create depth-map style PNGs.
A depth map, a relief mesh, and a complete 3D object are different outputs. These browser tools are best for height-based geometry and lightweight model inspection; a single flat photo does not contain every hidden side of a real object.
| What you need | Start with | Why |
|---|---|---|
| Create a mesh for 3D printing or CAD handoff | Image to STL | STL carries surface geometry but not photo color or rich material appearance. |
| Create a compact web-viewable 3D scene | Image to GLB | GLB can package geometry and scene data for compatible 3D workflows. |
| Open and inspect an existing model | 3D Model Viewer | Use the viewer to orbit, pan, zoom, frame, and inspect supported model files before handoff. |
| Turn light and dark areas into depth information | Image to Depth Map | A grayscale depth-style image is useful as an intermediate map, not a finished multi-angle model. |
Select a tool to open it. All listed tools are live.
These terms describe different parts of the job. Knowing which one the destination checks prevents unnecessary quality loss.
Heightmaps push a surface up or down from one plane. They suit plaques, terrain-like surfaces, and embossed art, but cannot infer unseen backs and sides.
STL focuses on mesh geometry and is common in fabrication workflows. GLB can carry a scene in one binary container and is convenient for web viewing and exchange.
In a depth or height map, brightness is mapped to relative distance or elevation. Invert the map when raised and recessed areas appear backward.
More samples can produce smoother contours but also more triangles, a larger file, and slower browser interaction. Match density to the source detail that actually exists.
A generated mesh may have relative dimensions rather than real-world millimetres. Set or verify physical scale in the downstream 3D or slicing application.
A model can load while still looking different if textures, external resources, normals, or materials are missing or unsupported.
Generation and viewing use local browser capabilities such as Canvas and WebGL. Files stay on the device during the imgrove workflow, but complex meshes and high-resolution textures can exceed GPU or memory limits on lower-powered devices.
Check these before downloading or submitting the result.
A single image cannot reveal hidden geometry. The generated result is a depth-based surface, not photogrammetry.
Texture and background noise become unwanted bumps. Simplify contrast and isolate the intended shape first.
Very dense meshes can be slow without adding meaningful detail. Start moderate and increase only when contours visibly benefit.
A file that previews correctly may still need physical units, repair, thickness, or manifold checks before fabrication.
Formats with external textures or uncommon extensions may load incompletely. Prefer a self-contained supported file when sharing.
Use the tools as a sequence when the destination has more than one requirement.